My Lovely Items

  • This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

    The robe has two of each of the following patches:

    • Dagger

    • Bullseye lantern (filled and lit)

    • Steel mirror

    • 10-foot pole

    • Hempen rope (50 feet, coiled)

    • Sack

    Silver coffer. (worth 50 GP)

    (Well this is ugly.) Price: 300 GP

  • While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. ( Great for cosplay!) Price: 3500 GP

  • You have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

    The boots regain 2 hours of flying capability for every 12 hours they aren't in use. (A fun time indeed!) Price: 350 GP

  • The tattoo covers two limbs, the whole chest, or the upper back

    The metallic tattoo grants an innate Armor Class, 15 + Dex. (Wow now this might be something a non armor wearing class would want.) Price: 15000 GP

  • It covers one whole limb.

    The tattoo grants darkvision and advantage on Stealth checks, along with the Shadowy Defense action. Once per day, the bearer can become insubstantial when taking damage, halving the HP they lose. (Maybe something a big strong goliath would want?) Price: 4500

  • This 60-foot length of silk rope canhold up to 3,000lbs. If you hold one end of this rope and use say "Go long" and the other end will move toward your destination you choose. It only moves 10 feet every turn until it reaches it's destination, up to its maximum length (60 ft) or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. (The interesting command words people come up with!! Again, there's a charge to change it after initial setup.) Price: 150 GP

  • Requires attunement by a Cleric or Paladin

    This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DC's of your spells. The bonus is determined by the amulet's rarity. (UC: +1, R: +2) While you wear this amulet, you can use your Channel Divinity without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. (An extra prayer spell for your holy person. Couldn't hurt.) Price: Uncommon: 50 GP, Rare: 1500 GP

  • Requires attunement by a Cleric or Paladin

    This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. (A holy brand. NIce. Didn't think those people would be into branding. Besides the evil ones.) Price: 175 GP

  • If a dragon takes damage from the arrow, it must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

    Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

    (Something I cooked up given the events of this world.) Price: 35,000 GP

  • You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

    In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. (This is something my “book buddies don’t want you to have. Teehee) Price: 400 GP


  • (requires attunement by a cleric, druid, or warlock)

    You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

    You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

    The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.

    (I hate snakes!!) Price: 500 GP

  • You use an action to toss the stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

    A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn.

    Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. (A nice addition to the accessory loving people.) Price: 900 GP

  • It unfolds into a circular sheet 6 feet in diameter.

    You can use an action to unfold and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

    You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

    If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

    Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. (Yikes! Good thing I keep these items to a minimum.) Price: 3000

  • This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

    • Animal friendship (save DC 13)

    • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower

    • Speak with animals

    (Having a cute animal be your friend is nice.) Price: 5000

  • While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself. (A fun party trick!) Price: 400 GP

  • This rope is 30 feet long. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

    You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.

    The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. (You must designate a word for both actions.) Price: 3500

Clearance

  • The flame of this candle is not extinguished when immersed in water. It gives off blue light and heat. (Add some salts and bubbles and you got yourself a relaxing bath.) Price: 30 GP

  • You can cut this 50-foot coil of rope into any number of smaller pieces, and then use an action to speak "Mend" and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. (This means you need to find the piece and reattach it. No refunds.) Price: 25GP

  • The tattoo takes up two limbs, the whole chest, or the upper back

    While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below.

    Acid Green

    Cold Blue

    Fire Red

    Force White

    Lightning Yellow

    Necrotic Black

    Poison Violet

    Psychic Silver

    Radiant Gold

    Thunder Orange

    Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

    ( A free “Ha Ha you can’t hurt me!” What happens after is on you though.)

    Price: 1500 GP

  • When you drink this potion, you can cast the animal friendshipspell (save DC 13) for 1 hour at will. (Some animals have interesting things to say…well except dogs. All they talk about is their favorite person and thing.) Price: 300 GP

  • Heals 4d8 +4. (Most heals for a little more. Sounds right to me.) Price: 70 GP

  • When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). (You’d be surprised to what people are thinking about.) Price: 400 GP

Unidentified Items

  • A horn made from a ram’s horn. It has images of a long forgotten people on it. Price: 500GP

  • A string instrument like a lute but its fatter. Price: 100 GP

  • A dark green wax like stone in the shape of an owl. Price: 500 GP

  • Protects you against fiends. You take an action to read, you become encircled in an invisible barrier 10 ft high, with a 5 foot radius, which moves with them for 5 minutes. The affected creature can make a DC 15 Charisma check to overcome the effects of the barrier. (Fiends?! Yeah those aren't fun.) Price: 500 GP

  • Gain a +1 bonus to AC and saving throws while you wear this cloak. (If it's damaged too much it won't work) Price: 300 GP

  • Drink this potion and it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. ( Seems like a cure all to me. Just saying) Price: 700 GP